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Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
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Showing results for 'Vehicles'.
Found 41868 results
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Explain to me...EXPLAAAAIN TO MEEE
rocky46 replied to JamesMoore's topic in DayZ Mod General Discussion
i've been playing it for a few dayz now and is the most time i've spent on taviana map the atmosphere at night is astonishing scouting through those cites at night really hits you with the immersion, as for origins its pretty much dayz game play with a few added features, like bulding up vehicles, bigger jerry cans....etc, there's a challenge to go for if you so choose but it takes a lot of gearing up and probably need a helicopter to get there since a boat is slow and you freeze to death on the sea, i'm talking about salvation city, really tough AI with a high chance you'll die on arrival losing everything, they will shoot your chopper down while you attempt to land. but apparently there's really good loot there -
****************************************************************************************************************************************************************************************************************************************************** Welcome!!!!! Are you looking for not one but two good private hives?!?! Well come join us on either our Chernarus or Namalsk Server. We have Active Admins that areon. To assist us we run 3 anti cheats!!! We have our own TeamSpeak 3 server and our own website that has a growing community of over 100+ pre-white listed members!! Our community is growing every day and we have all sorts of people that make the gaming experience more enjoyable on the servers and on the forums. From time to time we host special server events that rewards players with gear, vehicles and other awesome prizes!! If you're a new player admins and others are willing to work with you and show you the ropes for a while so you get used to the server, sometimes well provide you a car if your lucky!! We try to provide the best atmosphere and experience for every DayZ player and clans. All clans/groups are welcome to join the server and make it their new home also!!! ****************************************************************************************************************************************************************************************************************************************************** Website: http://6feetdeep.enjin.com/ TeamSpeak 3: 6feetdeep.mainvoice.net Chernarus Server Specs: Server IP: 173.192.200.74:3034 300+ Vehicles 20 Choppers( Includes Little Birds, MI17, and Ospreys!! ) Custom Loadout Automatic Repair and Refuel Stations along the cost A Battle Arena Events that Reward players Side Chat is Enabled (Minimum VOIP Please ) Heli Crash Sites and Care Packages Enabled 50 Slots Active Admins 3 Hour resets with multiple warnings Lag Free Server ( Located in Washington DC ) Server roll backs enabled to return gear in case of hackers Server is set to 24/7 Daylight Custom North East Airfield with barrack and Industrial loot Custom town East of Kamyshovo Custom town West of Kemenka Custom Military Bases Market in Prigordorki Barracks at Balota Airstrip Extra buildings in Chernogorsk Custom Stary Sober Namalsk Server Specs: Server IP: 50.97.82.21:3391 50 slot Custom Towns(will be added soon) Custom Weapons(will be added soon) Weapons Crates No EVR No BloodSuckers 300+ Vehicles 5 Choppers Lag Free ( Located in Dallas Texas ) Server Resets every 6 hours with multiple warnings Anti Hack Programs: Gothca Anti Hacks TSW Anti Hack ( Payed ) G-Cam ( Lets us watch players and what they are doing, have caught most hackers with this.) Dart Community Ban List There is a shop that can provide with custom loudouts and other great things that single players or clans may want to purchase
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The Shack - a different kind of Taviana server.
CitizenIosef` replied to CitizenIosef`'s topic in Mod Servers & Private Hives
Hello folks, We have secured a testing server(thanks Sendit!), so we will be dialing back our in-server testing over the coming days/weeks. It will take some time to get the testing server fully set up, but once we do, we will be able to drastically reduce the number of testing vehicles and restarts required for function tests. Currently, we have the fields around Kameni(north of large island) set up for vehicle testing for our most ambitious project yet(more on this later). To prevent people from taking these vehicles(some of which are quite powerful), we've set up the area to deliver 3 warnings and then kick/teleport intruders to another area. There are other mechanics in play to keep these vehicles secure so they aren't grabbed by ner'do'well bandits. We understand that this testing area can be pretty disruptive to people that prefer to operate up north, which is why we're excited about the testing server to open this area back up. In the meantime, I thought I'd take a minute to share some of the fruits of the testing area with you folks. One of the things we had the opportunity to do is set up screenshots of most of the vehicles in game. Eventually these will be incorporated into the promotion of the server, but for now, enjoy! https://dl.dropbox.com/u/56997382/ShackCars.jpg https://dl.dropbox.com/u/56997382/ShackLTrucks.jpg https://dl.dropbox.com/u/56997382/ShackHTrucks.jpg https://dl.dropbox.com/u/56997382/ShackSingletrack.jpg https://dl.dropbox.com/u/56997382/ShackAFVs.jpg https://dl.dropbox.com/u/56997382/ShackAircraft.jpg I'll post more on the vehicle project at a later date. -
http://klaus-gaming.enjin.com/ Our DayZ server ip 5.153.13.117:3051 The server will be updated weekly with custom buildings, scripts (refueling, towing, etc...) & weapons. -realtime day/night cycles. -Custom starting gear (map, food, drink, medical supplies, crossbow & machette) -Active and friendly admins. -Reward system under the form of a custom loadouts to thank our donors. Enjoy your stay What has changed so far?: Heya folks! Here u will be able to follow all the changes we made to our Improved Chernarus map. Saterday 02/03/13: - Mapchange from Taviana to Chernarus. - Added buildings: Barracks: Electro: 2 - Added buildings: Barracks: Cherno: 2 - Added buildings: Barracks: Berezino: 2 Sunday 03/03/13: - Added buildings: Barracks: NorthEast Airfield: 2 - Added buildings: Appartments: Electro: 5 - Added buildings: Metal Barn: Electro: 1 Monday 04/03/13: - Added buildings: Construction Site: Cherno: 1 - Added buildings: Civilian House: Cherno: 15 - Added buildings: Supermarket: Cherno: 1 Tuesday 05/03/13: - Added Refuel script! (stop at any gas station, scroll down and click 'refuel')
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Chance of zombies in found vehicles
joe_mcentire replied to Coupe73v's topic in DayZ Mod Suggestions
i would like to see more props everywhere (like the implemented mass graves) dead ppl in vehicles ppl in nooses hanging from their apple-trees in the backyards a couple, death in their car in a garage... -
It would add an element of danger to searching or getting in vehicles if there was a change that someone infected died in the vehicle leaving a trapped zombie inside. The zombie could potentially attack you if you didn't check before attempting to search or get inside the vehicle. If the zombie sees you whether or not you attempt to get near the vehicle it could become aggrivated and attract nearby zombies so you have to approach carefully. Got the idea from the book World War Z.
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Armor/Planes/Mortars/HMG for standalone
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
like I said, I'm not asking for battalions of tanks, planes, Heavy Machine guns and Mortar crews. This post right here proves that ya'll have no idea what i'm asking for. I do not want Hawitzers or Abrams, or anything like that. I understand that it would be OP and kill the game. But you can't get that in your head.. You act like I want 10,000 "heavy Artillery" cannons in each damn town. Apache heli flying over and Abrams shooting it out. Deh But there are military bases in game. There are military zombies... there are military aspects of the game you can't hide from that. To say that there would be no armored vehicles, HMG, or mortars on map is a big bag of silly because authentically you could find them at the FOBs placed in map and at the barracks already in game. etc. etc. etc. If you want only survival.. I think they should just remove all guns, maybe try minecraft? It's like you see someone say 'tank' and you see red with BF CoD titles popping up. no one is asking for that. -
hunters, at least in our area, often "hunt" out of their vehicles...
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RatedXY Gaming Private Hive server(Extra Vehicles and Fair admins)
Steveox152 posted a topic in Mod Servers & Private Hives
Fair admins and tons of extra vehicles scattered around the world. -
I've played DayZ for awhile now and should know the answer but I just can't figure it out. What does it mean to have a backpack in a car or heli, does it make the inventory bgigger? I don't really know because before when Alice backpack was 20 slots I had one in my Huey with slots and 3 weapon slots. IF backpack slots means it would have 40 slots right? Or is it like weapon and normal slots, they are separate?
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[UPDATED] Release [v0.741] Namalsk 1.7.6.1 Hardcore.
bogroll posted a topic in Mod Servers & Private Hives
[uPDATED] Release [v0.741] Namalsk 1.7.6.1 Hardcore. Update to 0.741 and filter IOGC in DayZ Commander or use 188.138.122.37:2303 No 3rd person. (Switch off headbob ffs) :) No crosshairs. No tags. No death messages. EVR and Stalkers are active. GMT-6 Standard loadout/vehicles with a few tweaks. Dedicated hardware (Data Center based) with robust anti-cheat protection: BEC and Ant-HAx. Active Admins. Live stats that show your humanity: http://iogc.co.uk/stats/namalsk/ (if you die your stats get wiped). Note* Currently offline atm. Any issues like lost gear, suspected scripters etc, then posting on our forums you will get a quick response. There are extremely few servers who opt for this mode - only the toughest or most deranged survive. Our connection is solid and we have players from North America, Western and Eastern Europe. We've been hosting games for 6 years now, with a focus on military sims (not exclusively - we play anything good) with Arma being at the forefront. We have our own TS server, website and active forums at www.iogc.co.uk. We'd happy to have you onboard if you like the look of us - always looking for non-idiot mature new members to play on Namalsk. We age from 18 to 57. -
world_vehicle Accidentally replaced/deleted
lightstylez replied to lightstylez's topic in Mod Servers & Private Hives
Anyone at all have the time to help? at least half the vehicles this guy posted are for Rmod only (which i don't have or want to use) and at least 20% of them are broken spawns e.g. bi-plane next to a shop. Until i get my vehicles sorted out no-one is going to be playing on my server.. :/ I really want to sort this out fast so i can start adding my own worldspace spawns, its gunna take a while to do that (i want at least 100-200 custom spawns on top of defaults) so its best to get started early as possible. -
Armor/Planes/Mortars/HMG for standalone
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
I don't think ya'll get what I was saying but this post is old and idc anymore. But ya'll act like I want M119 with Arty computers, M1 Abrams and F35 jets in the game, and M134s... witch is silly. But people are going to try to find a tactical advantage over other people in anygame that has PvP. in a game where authenticity is key... I don't see the harm in adding low grade vehicles and weapons that could change the course of a battle. Just because zombies are in the game doesn't mean Dshka or M2 are not real. -
Armor/Planes/Mortars/HMG for standalone
m.w. vindicator replied to [email protected]'s topic in DayZ Mod Suggestions
We don't need armor vehicles and warplanes. DayZ is not ArmA 2. Yak-7b's can go way faster that 370 mph. There are yak pilots that shot down Me-262s. -
What do you want to NOT be realistic?
mick17 replied to phillyjoker's topic in DayZ Mod General Discussion
Actually everything you just mentioned is all very real and possible. Rappelling down the side of a building, and you can take that rope on the helecopter to the point where about 8 total people can attach and be extracted and be hanging under the helicopter as it flies. It's a pretty sweet extraction technique. Also shooti g out vehicles haha But what I want to be unrealistic...? I can't really think of anything. If they make the weight carrying system and stamina system realistic in tandem with food and drink it would add a whole lot off planning. Instead of just running everywhere, you would have to plan routes and stuff and it would gwtting where you want that much more awesome. And if you wanted to go somewhere fast you rake an extremely light load with little food or water. It would be very interesting! -
A friend of mine asked me an interesting question yesterday...
Mos1ey replied to phamilton82's topic in DayZ Mod General Discussion
It's a sandbox game, you make your own objectives. I generally try to get the essentials to survive to begin with and then work on finding/repairing/keeping vehicles. Saving newbies on the coast from griefers can be fun too. -
Just cruising around with my friend in a white GAZ when I notice zombies were trailing out of town in a line which usually means a vehicle has very recently passed by. With my foot on the gas and with one of the fastest and quietest vehicle in the game we charge after them. We catch them, a convoy of two vehicles at a T junction most likely checking their map. They didnt hear us coming, my buddy jumps out and takes out a tire of the car in front and I launch a M203 HE from my M4A1 Holo at the car in the back. The driver in the first car goes down with a M24 round between the eyes and another car lurking behind a bush high tails it. I double tap the two occupants of the burning wreck and we give chase. We dont get far before he turns his green rust bucket around and drives by us towards his dead friends. Buddy jumps out again and puts a bullet in the back of the drivers head before he makes the turn. We then set the remaining car on fire, hide the bodies and take the rust bucket back to base. Another time with 4 friends in the White GAZ and me on a motorbike roll towards stary sobor. They run into a road block where another group of 6 are repairing a vehicle. A gun fight ensures, the group taking cover behind the 3 cars and my friends pull off the road and take cover behind their car. I flank round with my motorbike and rain fiery hell down on them with M203 shells. 1st shot goes wide but second shot is a direct hit on one of their vehicles and take out 2 hostiles and the car as well as taking out a few tires from a close by vehicle. The remaining 4 freak and make a run for it. 1 makes it to the remaining car and other 3 head for the trees. The driver doesnt get far and the then a long drawn out chase after the remaining 3 starts. Got to love explosives.
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My best kill(s) was on the 'DoormanIsGod lingor' server. Me and my boys where ambushing ppl at a overpass. We stayed there for over a week total and got food from the ones we killed. There were many groups with and without vehicles that tried to pass but they usually didn't have a very good day. We ended up in pretty intense firefights from time to time. we got fully geared to. When i Finally died to a sniper i had a total of 31 kills without dying and my father ( yes im playing with my father) had 11 kills and my fathers mate had 9 kills and our bambi friend had 4 kills. /MrChrille
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USE THIS ARMA 2 OA BETA: 103718 The ideal place to post bugs is: https://github.com/DayZMod/DayZ/issues Please make sure they are listed to the DayZ project. Feature requests can also be made through this system. Patch Download: DayZ Files: http://cdn.armafiles...1.7.7-Patch.rar Hive Files: http://cdn.armafiles...1.7.7-Patch.rar . Full Download: Client Files: http://cdn.armafiles...-1.7.7-Full.rar Server Files: http://cdn.armafiles...-1.7.7-Full.rar Prerequisites: * [Prerequisites] beta-patch (http://www.arma2.com/downloads/update/beta/ARMA2_OA_Build_103718.zip). * [Prerequisites] Microsoft Visual C++ 2010 SP1 x86 Redistributable (http://www.microsoft...ls.aspx?id=8328) * [Prerequisites] New Mission File Downloaded from (http://www.silentspy...sion-generator/) * [Prerequisites]Battleye Filters must be updated manually by server admins. https://github.com/D...attleye-Filters Build Notes: Affected addons: * dayz_anim * dayz_code * dayz_communityassets * dayz_sfx Serverside affected addons: * dayz_server (server admins only) * Mission (server admins only) (Prerequisites) Downloaded from http://www.silentspy...sion-generator/ * SQL Files (server admins only) - For running your own local official type hive * BattlEye-Filters (server admins only) https://github.com/D...attleye-Filters Changelog: * [NEW] - Removed annoying "re-arm" option from actions menu. * [NEW] - Models and textures for mutton. * [NEW] - Separate meat for goats, same blood regen as mutton. * [NEW] - Can now combine magazines. * [NEW] - Added new loot & loot table for church. * [NEW] - Added new food and drink items (only found in supermarkets). * [NEW] - Added model for a dropped map and watch. * [NEW] - Weapon MakarovSD (Military and Military Special). * [NEW] - Weapon RPK_74 (Mi8 Helicrash). * [NEW] - Vehicle damage displayed in percent (With a Toolbox). * [NEW] - 5L Fuel can takes 1 inv slot. * [NEW] - Added auth retry system to make sure clients are auth'ed before they spawn (should stop seagull issue). * [NEW] - Added force end mission for players joining with wrong version/failed auth. (Will replace timeout later). * [NEW] - Mi8 crash site model. * [NEW] - 2 New background tracks. * [NEW] - 6 New "Viral" zeds - They are harder to kill, they do more damage, and they have a higher chance of causing an infection... be afraid. (Headshot will kill in one shot) * [NEW] - Added optional watermark for servername (Server admins can choose to enable/disable. (See Mission prerequisites)). Shows servername in the bottom right of screen max 6 letters. * [NEW] - Remote exec security. Should prevent all major RE exploits * [NEW] - Clear Ground around loot at crash sites added but disabled by default, server admins can enable. Adds a small circle around each loot pile * [NEW] - Vehicles and tents now report free gear slots. Example: Old Camping Tent (weapons/others/backpacks). http://ziellos2k.net...17141327522.png * [NEW] - Weapons spawns now have a chance to spawn with 0 mags up to a max of 2. * [NEW] - Melee weapons can now be dropped and picked up using the normal a2 system. (This means you can now store in backpack and tents, without swapping to toolbelt) No need to take itemslots. * [NEW] - New starting gear added. Guaranteed Start Items: ("ItemBandage","HandRoadFlare") + 1 RandomStartItem: ("ItemBandage","ItemPainkiller"). * [NEW] - Servers date has been locked to give full moon nights. * [NEW] - Zeds hitting through Walls/Buildings should now be fixed. * [NEW] - Mainmenu Intro. * [NEW] - 2 new stash sites. (tools required = Etool or Shovel. Items required = 1 sandbog for small, 2 sandbags for medium) Small Stash = 12 object slots, 0 Weapon, 0 bags. Medium Stash = 25 object slots, 1 Weapon, 0 bags. * [NEW] - Infected survivor camps. Three types (small). * [NEW] - FPS Monitor this will dynamicly change how/total amount of zeds/loot/trash is spawning to keep the players base fps up. * [NEW] - 1 New Melee weapon.(BaseBallBat) * [NEW] - Wild Spawning of zeds has been redone and readded. * [NEW] - Zed Spawning fully updated to spawn outside the players field of view. (Excludes Infected camps, due to trigger zones being tested). * [NEW] - Zeds can now tackle players to the ground when attacked. * [NEW] - Epeen UI has now been updated with the temp journal base (looks better then a hint). * [NEW] - All blood gained from food is now added into a regenreation pool that players will regenerate over time * [NEW] - All food types now have a diminishing effect so the more you try and eat at once, the less blood you will get in return. * [NEW] - Blood UI updated to indicate the player's blood loss / gain rate and will also indicate when you're sick (infected). * [NEW] - Bloodbags will no longer transfer 12000 blood instantly, it's now done over 12 seconds (1000 blood per second). If the medic breaks away from the transfusion animation or the recipient moves out of range, the transfer stops and the remaining amount is lost along with the bloodbag in use. * [FIXED] - Vehicle repair should now work correctly. * [FIXED] - Humanity skin change can now change during gameplay in all directions. (No longer have to die/logout to change from hero to normal to bandit and vice versa) * [FIXED] - StudyBody should now work. (Describing wounds accurately) * [FIXED] - Crashsite loot should now spawn correctly for all types of Crash models. * [FIXED] - Hero Skin teleport issue. * [FIXED] - BAF Bags so they don't set on fire. :-) (no moaning it was a bug) * [FIXED] - Updated timeout timer from 40 secs to 3000 secs, Should allow lower end systems to keep up. (Something went wrong, please disconnect and try again!) * [FIXED] - Zeds spawning underground. * [FIXED] - Loot spawning underground. * [FIXED] - Melee weapons having no ammo on login/skin change. (Open close gear menu will always reset ammo count to 10000) * [FIXED] - Loot Spawns have now been fully resolved. Buildings are now tagged and will not spawn any new loot for 15 minutes. * [FIXED] - Loot Cleanup has now been fully resolved. Old loot piles will now be cleaned every 60 minutes and no players within 250 meters(WIP). (Server performance boost) * [FIXED] - Gear menu exploit to force respawn. * [FIXED] - Optimized some destruction effects for security and performance. * [FIXED] - Unconscious damage scale to only happen if hit by zeds. (reduces damage while unconscious) * [FIXED] - Dayz Date/Time public var will now end mission on failed attempt. * [FIXED] - Can no longer break legs by anything other than players/zeds/falling/getting out of moving vehicle. * [FIXED] - A lot of duping issues should now be resolved. * [FIXED] - Most wallhack exploits should now be resolved. * [FIXED] - No more 3x get up Animation loop when recovering from unconscious * [FIXED] - You can no longer get into vehicles while dragging players * [uPDATED] - Zed sight limited to 100 meters. * [uPDATED] - Updated rabbit to drop 2 raw food items. Lowered hp gain to Raw - 200 each / Cooked - 1000 each. * [uPDATED] - Updated chicken - hp gain. Raw - 200 each / Cooked - 1000 each. * [uPDATED] - Moved anti teleport system to mission. Server admins can choose to enable/disable. (See prerequisites) * [uPDATED] - ALL loot table weights have been updated. * [uPDATED] - ALL loot table weights have been rebalanced. * [uPDATED] - Updated Czech, German, Spanish, French and Russian stringtable. * [uPDATED] - Makarov and 1911 Pistol dmg updated. * [uPDATED] - CrashSite Loot should now represent each type of model more. (("MilitaryWEST","HeliCrashWEST") Two new crash site loot tables) * [uPDATED] - Re-added the "save" option to tents and vehicles. This is a fail-safe option, not required. (Due to a small amount of servers reporting issues with tents saving. With no info for us to recreate we re-added this option to save tents/vehicles) * [uPDATED] - Zed generate system. has now been fully rewrote should stop zeds spawning in view of players then being deleted. * [uPDATED] - Zeds overall dmg has been updated per hit/per zed (Old Type: Max possible dmg = body 600, Legs 100, Hands 50, Head 1200 New Type: Body 1200, Head 2400) * [uPDATED] - Bleed from zed attacks will now only happen if the initial dmg is above 0.7 or the zed gives a head shot. (should reduce the amount of bandages needed) * [uPDATED] - Zeds knocking players unconscious now has a 50/50 chance if damage multiplier is above > 0.8 * [uPDATED] - When unconscious all damage is reduced to 50 blood for each hit zeds do no matter the part they hit. (Should allow some survivability) * [uPDATED] - Zeds sight and sound chance has been re-added so there is a chance they can ignore you. * [uPDATED] - Sight and sound rebalanced to make them a little more even from movement. * [uPDATED] - Call extension calls for vehicle damage. * [uPDATED] - Zeds will no longer spawn for air vehicles. * [uPDATED] - Hunters loot table adjusted with more weapons. * [uPDATED] - SQL files working on Linux. * [uPDATED] - Add crawl animation damage. Players will now take dmg from crawling zeds. * [uPDATED] - Updated zed speed to default. * [uPDATED] - Melee systems updated. * [uPDATED] - Old Bandit skin for male characters. * [uPDATED] - Lowered action sound for refuel from 10 meters to 5. * [uPDATED] - Lowered Direct comms action sound. * [uPDATED] - Vehicle damage syncs updated to reduce call extension spam. * [uPDATED] - Lowered Transfusion infection rate. * [uPDATED] - Quiver acts as a quiver, you now have to take an arrow out of the quiver. * [uPDATED] - You can now only have 1 useable quiver in your main inventory and unlimited in your backpack. * [uPDATED] - Melee range has been updated. * [uPDATED] - HMMWV Cargo updated. (10 weapons, 50 slots and 2 backpack) * [uPDATED] - AH6 & MH6 Cargo updated. (AH6 3 weapons, 30 slots and 2 backpacks) (MH6J 3 weapons, 20 slots and 3 backpacks) * [uPDATED] - Fire Places will no longer act as storage systems. * [uPDATED] - Fireplace can now only be lit once without adding new wood inside the fireplace. * [uPDATED] - Fireplace can no longer be picked up after lighting. * [uPDATED] - Vehicles speeds HMMWV, PBX and UAZ - Faster / ATV's - Slower * [uPDATED] - Tanktraps, sandbags and razor-wires won't spawn in buildings. Tents will always spawn in a safe place. * [uPDATED] - Up to +/-2000 Humanity gain/loss according to "humanKills" counter from killed character. * [uPDATED] - Refuel now locks the player in place for the time to fill. * [uPDATED] - More lootable buildings (Iron barn, car wrecks, several non enterable buildings...) * [uPDATED] - 3 Chopper crash sites spawn on server start + 2-3 infected Camps. * [uPDATED] - Sickness(Infection) can now cause death. * [REMOVED] - M107 and AS50(Banned) from all loot tables and removed all damage from bullets so they do 0 damage even if spawned in. DayZ Community Developers: This file contains a list of every person who has contributed code to DayZ Mod. It was created from the git commit log, and should include everyone, but we may have missed a few and it is manually updated now. If you feel like you've been left out, feel free to tell us! --------------- Original Author --------------- * Dean 'Rocket' Hall Community Dev Project Managers --------------- * [R4Z0R49] (https://github.com/R4Z0R49) * [AlbyBDPK] (https://github.com/AlbyBDPK) ------------------------- Long-term Contributions ------------------------- These contributors have made many changes, over a fairly long time span, or for many different parts of the code. * [ziellos2k] (https://github.com/ziellos2k) * [skaronator] (https://github.com/Skaronator) * [JoeysLucky22] (https://github.com/JoeysLucky22) * [facoptere] (https://github.com/facoptere) * [AlexAFlorov] (https://github.com/AlexAFlorov) * [thevisad] (https://github.com/thevisad) * [sharkiller](https://github.com/Sharkiller) (Spanish Tranlations) * [Markolie](https://github.com/Markolie) (Dutch Translations) * [LordGoF](https://github.com/LordGoF) (French Translations) * [Defwen](https://github.com/Defwen) (Czech Translations) ------------------------ Short-term Contributions ------------------------ These contributors have made specific changes for a particular bug fix or feature. * [MattzFiber](https://github.com/MattzFiber) * [Elvaron](https://github.com/Elvaron) * [Tansien](https://github.com/Tansien) * [wriley](https://github.com/wriley) * [Finest](https://github.com/Finest) * [fred41](https://github.com/fred41) * [Killzone_kid](https://github.com/Killzonekid) * [Alex Grosse (Inch)](http://opendayz.net/...bers/inch.1011/) * [sumrak](http://www.nightstal...en_index_nc.php) * [f0rt](https://github.com/ashfor03) * [Pwnoz0r](https://github.com/Pwnoz0r) * [Ayan4m1](https://github.com/Ayan4m1) * [Rajko](https://github.com/rajkosto) * [stapo](https://github.com/Stapo) * [Venthos](https://github.com/Venthos) * [VRShiva](https://github.com/VRShiva) * [DasAttorney](https://github.com/DasAttorney) * [ddesmond](https://github.com/ddesmond) * [dayz10k (Harlan)](https://github.com/dayz10k) * [ingasmeeg](https://github.com/Ingasmeeg) * [caleywoods](https://github.com/caleywoods) * [icomrade](https://github.com/icomrade) * [soapmak3r](https://github.com/soapmak3r) (Background Music) * Ander ------------------------ Art Work ------------------------ * Alexander (G17 in-combat Icon) * Des (Gender images & Gui icon's revamp) * [JoeysLucky22](https://github.com/JoeysLucky22) * [Elvaron](https://github.com/Elvaron) ------------------------ Special thanks. ------------------------ * Special thanks to TOPMO3 and GenesisCrys for the outstanding work with texturing the Viral infected. * Special thanks to David Foltyn for the support during the community build with his constant moaning and pressure to do everything different :-). * Special thanks to Matt Lightfoot for his incredible logic we all love to hate :-). * Special thanks to shinkicker who has listened to all of the ideas and who has always been there to bounce ideas back and forth Thanks. Contributing ------------ Want to contribute? Or have we missed your name? Please contact R4Z0R49 on http://dayzmod.com/forums/ Quick Install Info: Full Download Full Client Files and beta files from links above. Navigate to your arma 2 operation arrowhead directory Extract the @Dayz-1.7.7-Full.rar into your arma 2 operation arrowhead directory and install the newest beta. To start DayZ use a command line string like the below Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus Patch Download Patch Client Files and beta files from links above. Navigate to your arma 2 operation arrowhead directory Extract the @Dayz-1.7.7-Patch.rar into your arma 2 operation arrowhead directory and install the newest beta. To start DayZ use a command line string like the below Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus Steam Right click Arma2: DayZ Mod, select properties. When the window pops up go to the "BETAS" tab Now Select 1.7.7 in the drop down box. The files should now should now update Launch as normal
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Disclaimer: I browsed the forum first, and i didnt find any topics specificly on this idea, although i found several suggestions as replies in other topics that were in some way related. If i have missed a topic working towards this exact change, please bury this topic. Disclaimer: This is a change suggestion for the MOD, not the SA! The M107 and AS50 rifles. The stable of big bandit groups, hackers and abusing admins alike. It rarity of ammo, and loud nature makes it ineffective agaisnt zombies. So their existence is to murder players, destroy vehicles and the like. And we need a weapon like that. How is the single players, or 2 man group going to do anything againts a convoy of 3 Urals without destroying the Urals. How are they going to take down a helicopter putting fire on them without a powerfull rifle (possibly spraying Mk48 at it)? While these are good reasons we need a anti-material rifle, and i support the idea of having a anti-material rifle, there are some big problems.As it stands right now, we have 2, semi automatic AM rifles, one of which even accepts both kinds of magazines availible for AM rifles. And with the way ammo spawns in DayZ, you just need to do a deerstand run ever so often, and you will never run out of M107 mags. How that should be fair to a SVD rifle, that has less power, and is more rare i don´t know. Now my suggestion is, we get rid of the AS50 and the M107, and instead we have the KSVK Russian AM rifle. Its still a 1 shot kill. Its still long range effective, and it still looks awesome. It would avoid having bandits spam alot of .50 rounds at a target, making quick follow-up shots, thereby giving people a chance to run away, and make the weapon harder/more skilled to use. It is a more realistic fit to the game too. (Somehow i don´t see the realism of that ammount of NATO AM rifles in a small ex-soviet republic). It should be a rare spawn, but should spawn at Barracks and Heli Crash Sites. The spawn chance should be the same as the SVD Camo, though the ammo should be more common than SVD mags. (they need to be more common too for that matter, but thats another discussion). The biggest problem right now is that the weapon removes your backpack, but it should not be to hard to the remove that feature. Anyway this is just a brainwave i have been having, let me know what you think. (added a poll for easier use of thoughts).
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world_vehicle Accidentally replaced/deleted
lightstylez posted a topic in Mod Servers & Private Hives
So i found a query/script to add +240 or so more vehicles to World_vehicle , posted by some guy on http://www.tunngle.n...41#entry1097241 , and although technically it did "add" the vehicles, it also replaced/deleted my entire world_vehicle table. I made my dayz database a long time ago, i cant even remember how i got all the world_vehicle entries, i am using Reality server pack and HeidiSQL. One thing i do want to AVOID at all costs is rebuilding my package or anything that will destroy my current mods/scripts that took me ages to put in place. Hopefully someone who has reality server pack can copy/paste their world_vehicle to me with all the default spawns(hopefully in some kind of format where i don't have to add them manually)? it would help greatly. Thanks. -
Custom Private Hive Server Looking For More Survivors!!!
HeatSeeker (DayZ) posted a topic in Mod Servers & Private Hives
Server name: DayZChernarus [REGULAR NP:OFF] Private Hive-Increased vehicles & helis - custom loadout - custom buildings [NOOB FRIENDLY] Always Daytime -Good anti-hack program -Active admins -Custom build -More vehicles -Starting gear -24/7 daytime The NWAF will soon be customized to be more dangerous and more loot buildings. -
I don't know about you guys, but I get the feeling that zombies are starting to become like the ninja rabbits: fast, annoying, and fun to shoot. The recent updates claimed to have brought back this survival horror aspect, but the only survival horror items I've seen is the horror at the absolute nothingness zombies can do and the question at whether I will be able to survive until zombies get higher that maggots on the food chain. So first things first: the concept of a zombie.To understand this thread better, I suggest that you go and grab the Project Zombiod demo and play it out, and read their argument over whether zombies should run or not. I want to bring this running vs. walking argument to DayZ. Right now, zombies are runners. No, this does not make them difficult. this makes them annoying as I have to take them down by first switching to my pistol. Something needs to change here. Firstly, the should be given massive amounts of health. Amounts of health that are so high, that only the AS50, M107, vehicles, and (maybe) LMGs can take them down without headshots. Also, their damage should be decreased, and chance to cause bleeding and broken bones decreased. The real radical part comes in now: zombies should be walkers. I mean, not much a difference in speed between meandering about and chasing you. At this point, you guys are probably thinking this is a horrible idea. May I remind you, that Project Zombiod has only walkers, but they consistently manage to kill you before your first ten days. I say there should be swarms. Chernarus has a stated population of 1.8 million. If you run around Cherno (the largest population), you will attract maybe 100-200 zombies. Tops. Do you know how much 100-200 zombies is? That is maybe 1-3 floors of one of the skyscrapers. I think zombie numbers should be drastically increased, and have a style of attack more similar to that seen in World War Z (This is a book that has nothing to do with the War Z). Nothing short of silenced/melee weapons will draw the attention of at least one zombie. And when he notices you, he immediately calls out to every zombie within 50 meters. Those zombies in turn will attract the attention of then next zombies in a 50 meter (diameter) circle. I want the danger of zombies to be not that the occasional zombie will break your bone and leave you at the mercy of the bandits, but that so many zombies appear that there is literally no way out, and you are forced to watch them painfully beat you to death before ripping you apart. Maybe these ideas don't fit in. I thank the community in advance for raging over these ideas in the most destructive way possible and destroying my future self esteem. Note: with any luck, I will be releasing a rather long list of suggestions for DayZ (currently 11 pages and growing) sometime in the near future, if you are interested in my ideas.
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What do you want to NOT be realistic?
Aremnant replied to phillyjoker's topic in DayZ Mod General Discussion
What should not be kept realistic: unorthodox tactics. I want the ability to tie rope to the top of a building and climb down the side one balcony at a time (actually, this is very possible and only seems impossible). I want the ability to tie a rope ladder to helicopters, and shoot your normal weapons from all vehicles (heli's included). As far as I'm concerned, the zombies need a major revamp, but that's for another thread. -
Yeah, working on the vehicles. Uploading some new screenshots. I also noticed that the need for new buildings excluding the new town, is not needed due to celle 1.8's addition of buildings.